Tuesday, May 5, 2009

Tilth Adventure - The Four Pharaohs (Pow Duc only)

After the near fiasco in Southkeep, you took your leave of the group and headed to the Argo Hills near Blackmoor to enter into a more ascetic phase of your career and to start work on a monastery. You have some support from the Tilth government as they would like you to take a more active role in Tilth security, particularly on the northern frontier. You have a few followers – some of them budding priests. You and the rest of the group periodically keep in touch through magical sendings.

During one of your trips to Col Tilth, the Capital, to meet with representatives of the ruling family, you receive a sealed letter. The seal pressed into the wax is one you have not seen in some time. It is of the House of the Griffon. It reads:

Anchorite Pow Duc:

Forgive this intrusion into your private purposes, but I, like yourself, am a Giorandi expatriate. I am less skilled in religion and history than yourself. I know this because I have considerable wealth and like most things in the Tilth, information is for sale. Please do not interpret my investigations as prying. Rather I was merely trying to locate someone who may help me better understand the Sothis Antiquities Market. If you can find the time to meet with me, please stop by the Wayward Dragon Inn at your convenience.

-Valeros, House of the Griffon


You know the Wayward Dragon Inn in Col Tilth is an expensive place, usually catering to traveling merchants and dignitaries. Some of the rooms are even leased long term. The Sothis Antiquities Market is a near fabled biennial bazaar held in Sothis, Giorandi, on the eastern coast of the Great Sea. It is usually held in the fall but its exact time and place are only known by the initiated. The level of secrecy is required due to the often questionable legal status of some of the items being offered for sale. You have been there several times many years ago when you were one of the guards for Qui Pan of the House [insert your house here]. You also know that the House of the Griffon is in charge of the Giorandi Treasury. The name Valeros is not familiar.

You see no harm in meeting this person and choose a busy time of the day to stop at the Wayward Dragon. You find out from the innkeeper that Valeros is in and send word up to him via a serving maid that you are in the grand hall. He comes down quickly. He attempts some small talk but you ask him to get straight to the point.

From him you learn that the great Sothis Antiquities Market is scheduled to be held this fall. He has heard that there are some items being offered this year that are purported to be from the Four Pharaohs of Ascension. He knows of the market but not the pharaohs. He has searched you out to learn more about these pharaohs and to determine if it would be worth his coin to try to purchase some of the items. He presents himself a collector of rarities. He offers to show you some of his collection if you would like to see for yourself.
You know the following about the Four Pharaohs of Ascension and can tell him as much or as little as you wish.

  • During sometime in the Third Age of the Black Phoenix, Ancient Giorandi was, for a time ruled by a union of four feuding pharaohs known as the Four Pharaohs of Ascension.
  • The Four Pharaohs of Ascension were Anuk Fero, the Cerulean Pharaoh, Hetshepsu, the Fiend Pharaoh, Ankana, the radiant Pharaoh, and the Pharaoh of Numbers, whose name is lost to time. Each had different strengths, but all were equal.
  • Legends say the Four Pharaohs of Ascension were bound by a magical pact that intertwined their fates: they lived together, ruled together, and were fated to die together.
  • For whatever reason, items from this time are periodically (re)discovered or appear. Every 56 years you remember after some thinking.

He listen intently to anything you tell him and asks, offers to pay, and nearly begs for more no matter how much you tell him. After your conversation he seems convinced that he has enough information to believe that these items are legitimate and offers you a proposition. He is willing to help finance your building in exchange for your acting as his agent at the Sothis Antiquities Market for the acquisition of true artifacts from the Four Pharaohs of Ascension.

You are originally from the area near Sothis and have not been back in Giorandi for years. Building a monastery is exorbitantly expensive and you wonder if it would be better to be somewhat beholden to the Tilth or to an expatriate who seems to be offering few strings. You decide to have an acolyte prepare a sending to one of the group the next day.

It’s your choice as to who receives the sending. You have 25 words. Email me with the wording and to whom it is sent.

Tilth Adventure - The Four Pharaohs (for all but Pow Duc)

Nearly a year has past since the near fiasco in Southkeep. The truce in the valleys has held and the few remaining camps of bandits, humanoids and other ne’er-do-wells have mostly been eradicated. The more problematic tribes of humanoids have been at least beaten back to where it will take them years to fully recover. Crops were planted and the harvest is approaching.

Most of the trouble makers in the area have fled to The Baronies. The political structure is at near collapse in Seavering as no one has been able to take and hold power after the Night of the Demons. The roads are very dangerous and while trade is still fairly strong, it has turned darker. The black market thrives and drug and ‘human(oid)’ trafficking is on the increase.

The political machinations of the Prince of Rastgoth continue and some of you have been regularly attending Guild Council Meetings. Alorian and Pow Duc, have not been seen much over the last year. Each are working to establish academies (for lack of a better term that applies to both) in disparate parts of the Tilth. Pip seems to never be around when anyone is looking for him and always around when no one wants him to be there. Potenzia is in Rastgoth and Saltmarsh for extended periods and then gone for similar lengths. He has added to his fleet of ships and is busy overseeing an expanding ‘shipping’ business. Zoltan and Iam have receded into the more secluded tasks that come with being Baronettes. Schweitezer has been extensively traveling with a small retinue and spreading the word of the Black Huntsman. He has actually been seen reading in the Library on the Isle of White. JP has been rarely seen, and then only by those who stop at Bilikin Isle during their travels. Leo has been happily helping to keep the overland travel and trade routes free from bandits, protecting areas farmsteads, and leading small excursions further inland to check reports of ogres and giants. You all keep in fairly regular contact by written letters and periodic magical sendings.

Potenzia returns from a longer than normal absence to attend a Guild meeting. All of you but JP and Pow Duc happen to be in Rastgoth and you agree to hang out one evening at the Gutted Fish to reminisce. You eat well and break out ‘the good stuff.’ There is some lamenting about the more sedentary turn your lives have taken. At a random point in the evening, talk turns to Potenzia’s travels. “Nothing special, just a lot of traveling on ship. But I did hear something interesting on my last trip.”

Potenzia recounts the story of his most recent trip to Giorandi. His last stop before heading back west was in Sothis, on the eastern coast of the Great Sea. It was here that he heard of a great antiquities market that is held every two years. The most interesting thing about this market was that no one readily talked about it, making it all that much more intriguing. He says it took a lot of coin and even more persistence to learn that there is a lot of excitement about this year’s market. The rumor is that there are going to be items at the auction this year from the Four Pharaohs of Ascension. People were even less willing to talk about the pharaohs. Apparently, sometime during Giorandi ancient history – thousands of years ago – the area was ruled by four people, called the Four Pharaohs of Ascension. It seems that some artifacts from this time have appeared – the first time in over 50 years. Potenzia ends his story with a query of sorts. “If any of you have some spare coin, I would be more than happy to act as your agent and invest in some antiquities.” Some of you smile and some frown depending on how your last ‘investment opportunity’ with Potenzia panned out.

Monday, October 6, 2008

The Rescue - Aftermath II

Being convinced there are no more denizens - native or of the Aberrant Misfits - to be found and that anything of value has been scavenged, the group heads back to the surface. Once back in the alleys of Southkeep, Schweitzer says "We should debrief the authorities."

Pip grumbles a reply something to the effect of "Yeah, you do that" and says "I got a few things to take care of. I'll catch you in a few." as he walks off into the dark alley.

Iam, trying to hold onto all the pieces of his shield says, "I'll go with you Schweitzer." Zoltan and Pow Duc also agree.

Alorian, feeling a little left out, looks at Potenzia and says "What should we do."

Potenzia, scratching his chin, replies, "I'm kinda thirsty. I'll see you Rastgoth." He mumbles a few words and disapears.

Alorian, remembering his cohort, shrugs and says, "I'll meet you all...uh... I don't know, sometime. I'll swing through Miggen and check on things." He walks off toward the stables.

Leo yells, "Wait up. I'll go with you." and runs off after Alorian.

The main group of the party meet with Quai and Skovin and relay the whole story. Skovin continues to read from the riot act and admonishes the group for their actions in the city. Quai is a bit more contemplative, but agrees with his friend. They both thank the group for the information and flushing out the Aberrant Misfits. All part ways.

Pip meets those who met with Skovin and Quai the next day at the inn where you were staying. You make plans to head back to Marnot, Saltmarsh, Rastgoth and points beyond. As you are making the final preparations, an official messenger from Bishop Grellus arrives. The message is not sealed which means this is not an 'official' correspondance. It reads:

I have been informed of the details of your latest incursion into Southkeep. I do not need to remind you of the relations between yourselves and the powers of the Tilth and on which side I, Quai and Skovin stand. I appreciate the service you have provided the City but can not approve of your methods. I think it best for all of us that you all spend some focused time dedicated to the needs of the homefront - your homefront. From what I know of the situation in Miggen - the destroyed fields, loss of life, refugees - I imagine it could take as much as a year to fully stabilize things. I wish you the best of luck.

Pip laughs. "That's the nicest I've ever been kicked out of a place. Let's get outa here." Everyone agrees.

Everyone gets back to where they were headed and you all get to work nation building (barony building to be more precise.) Security, taxes, fortifications, roads, trade, politics, and more take your waking hours. Slightly over a year passes when....

Monday, November 5, 2007

The Rescue - Aftermath

The group spent some time tending to wounds and searching for any additional foes and looking for loot. There was none to be found on the few corpses. Searching the nearby rooms turns up two tomes. One clearly a spell book. It contains the following spells: 1st shield, mage armor, magic missile, alarm; 2nd fox's cunning, web, touch of idiocy, hypnotic pattern; 3rd fireball, dispel magic, vampiric touch; 4th charm monster, greater invisibility, crushing despair, illusory wall; 5th mind fog, dominate person.

The other tome is a history of an ancient temple. It indicates that there was once a much older city located on this sight with a temple dedicated to Srath Sifa, the deity of discord, murder and evil reptiles. It further mentions a reliquary reported to house a powerful magic item of the faith. There are maps and sketches included. You all figure that this might be the very temple being referred to in the tome.

The Rescue

After spending about 18 hours making contacts with Sirs Quai and Skovin, who told the group they couldn't help and Agathor, who ended up providing the same directions as he did to Pip, et al. the second bunch of PCs headed into the sewers. Taking much the same path as the first and meeting the same 'people' Iam, Potenzia, Leo and Zoltan reach the area where numerous, small, amphibious creatures lay scattered (and dead). Further exploration reveals a large minotuar and several derro (all dead). Zoltan scanned the area for sings of intelligence and found one. Preparing for battle, it turned out to only be Pip, who managed to find his way back to this point after being totally lost for the last day.

Pip filled his friends in on what he knew. The group cast a few longer lasting spells and headed on. They flew down the shaft into the large room that Pip told them was empty. It wasn't. Instead of the large gargoyles, there were two Athach who immediately started throwing rocks at those descending. It wasn't much of a fight. Pip informed everyone that the next battle would be close.

Resorting to knock spells to get through two sets of doors, the group encountered the hallway that was uncomfortably familiar to Pip. As the group moved forward they began to spread out much to Iam's displeasure. As the group moved closer on of Zoltan's high level protective spells was stripped as if from a dispel magic, but no one heard anything to alert them to the location of the source. Iam was bringing up the rear when two strange looking creatures emerged from a solid wall and closed. The oddest looking one stayed back. All asked of Iam would be okay and he said yes, so the others continued. A third creature emerged from the wall, but only one had closed with Iam.

Potenzia and Zotlan had now flown through the light fog that had also been there the time the other group approached. A six-tentacled beast who was very well hidden while clinging to the ceiling lashed out unerringly at the invisible, mirror imaged, flame-shielded Zoltan. Once the creature grrapple Zoltan, all his spells and magic items were snuffed out and useless. Potenzi moved away. Leo approached but suffered the same fate as Zoltan. Meanwhile Pip spotted yuan-ti abomination who was taking pot shots with a large bow at mostly Leo. Pip snuck up to it invisibly. Potenzi moved in to melee with the tentacled monster.

In the back of the fight a very large and mean looking Minotaur stepped out of another wall and waited. Shortly thereafter the oddest of the creatures (a bulbous head on legs) shivered and a wave of anti magic filled the hallway rendering Iam's protective spells and items temporarily useless. The Minotaur charged knocking him back nearly 15'. Iam returned blows. The next attacks from the minotaur were brutal but not life threatening. However the next set probably would be as Iam was without any magic.

Leo and Zoltan could not free themselves from the grap of the tentacle beast. Potenzia was flying near it repeatedly piecing with rapier and dagger. Soone Potenzi found himself the target of spells cast the mind flayer who could tell relatively where he was. Pip surprised the abomination but was quickly taken down a few pegs by vicious falcion blows and attacks from anther odd, snake-like creature.

Potenzia had finally drawn the tentacled beast’s attention and it dropped Leo in favor of attacking Potenzia, barely missing. Pip ran toward Leo hoping for cures. The abomination followed. The Minotaur, evilly grinning at Iam paused while Iam braced for the attack. The minotaur first shattered Iam's shield and then proceeded to pummel Iam into unconsciousness. It and the three strange creatures moved towards the rest of the fight.

Potenzia quickly dropped the tentacle beast and Leo healed Pip just as the abomination landed blows that would have otherwise killed him. Zoltan, with all his protections back, blasted the abomination with a powerword stun. It had no effect. Potenzia bought the group some time by placing a wall of force between the abomination and the rest of the party. At about this time, the other odd snake-like creature that had attacked Pip resurfaced out from the floor. It was quickly defeated.

Pow Duc suddenly appeared in the hall toward the room with the spell casting hydra. The mind flayer responded by filling the hall with webs and than covered much of the room in an obscuring mist. Attention shifted back to the rear of the fight as the minotaur and others approached. The bulbous head created another anti magic field and the minotaur laid some damage down on Pow Duc who had freed himself from the webs. Pip received another heal from Leo and joined in the fight. Zoltan had dimensioned doored to where Iam was laft to find him unconscious and bleeding. He grabbed his body and teleported back by Leo, who cast another heal (from a scroll) and Iam returned to the fight as well. The head was killed and Leo cast a grasping hand at the odd (wizard) creature to keep it busy. It had the ability to turn into a jelly-like substance so was able to free itself, but as it reformed, Leo simply redirected the hand. The minotaur and abomination soon retreated. The group did not pursue them knowing Alorian and Schweitzer were still in the room with the spell casting hydra.

While the fight had been raging outside, Alorian and Schweitzer had irritated the hydra enough that it lowered the forcecage they were trapped in. Schweitzer closed and Alorian cast spells and fired his bow. After a few rounds, Alorian had again been trapped, this time in a solid wall forcecage, effectively removing him from the fight while Schweitzer had been subject to several spells – some of which made him exhausted and others sapped energy directly. He tried to run to the door hoping for help only to meet the mindflayer who enfeebled him. The group arrived to face an onslaught of four simultaneous fireballs from the hydra. Pow Duc was able to stun the mind flayer moments before one of its tentacles reached Schweitzer’s brain. The hydra teleported away, Potenzia hit the forcecage in which Alorian was trapped with a disintigrate and the mindflayer was easily dispatched.

The battle was over. There was no sign of the creature that withdrew.

Tuesday, October 30, 2007

More Devils

The party approaches the sounds of the skirmish and stops short for a few preparatory spells. You all move around the corner to see the sight already mentioned. You are told to stay clear as this is none of your business. Potenzia tries to insinuate that it is potentially his business to no avail. A few fireballs and rays are fired back and forth as you watch. When a wall of iron suddenly appears to block the pressing of the Red Sash, you are 'invited' to assist. It isn't much of a battle inside. A wizard teleports off with a fighter, the Red Sash captures a cleric of Crestus and a rogue manages to stay hidden from the Sash (but not the party, who don't say anything). The Red Sash order everyone out of the warehouse and they secure it with spikes and placards. They lead the cleric off for interrogation and Iam follows. Zoltan and Potenzia teleport back inside to find the dwarf. Leo hangs outside.

Potenzia and Zoltan learn that the dwarf and the others are part of the Steel Spar - the group originally hired to recover the shipment. They were extremely delayed during the devil rampage - now sometimes referred to as Night of Hell. The Red Sash was after likely after them for unrelated martial law violations. Potenzia agrees to set him loose but makes it impossible for the dwarf to not be seen coming from the warehouse no one was supposed to be in.

The next day the party is required to break into the house of the tailor. Inside they find the thread but not after having to force a ghost back into the ether. The group also discovered a name, scribbled out in blood - Metcally.

Upon returning to the Brave Giant the innkeeper hands you two notes left by an angry dwarf. One says that as it appears the Steel Spar has been fired, that you all can deliver this note that they were originally tasked to do. It is addressed to Xyries. A little digging reveals a bit of information on both names. Metcally is an old family name in Seavering that may have reached an end during the Night of Hell. Xyries is the name of a thug of some reknown even though he hasn't been around long. You are warned against looking for him but get a location to start if you really want to.

You approach the warehouse and spend some time preparing with spells and whatnot. Zoltan spends a few extra rounds discerning the number and intelligence of those inside. Then the party attacked. The frontal assault was a bit delayed by the reverse gravity cast by an opposing mage. Once in, Potenzi found a couple of devils (Zoltan didn't mention anything about those) and a half a dozen men. A lot of steel and spells were flying around and the party was probably gaining the upper hand when Leo was pegged in several consecutive rounds by disintegrate rays. The tide may have been shifting against the party when Zoltan sealed the victory with a maximized cone of cold, shaped to miss his compatriots. Most of the opposition fell right then, some fled via teleport and one fled on foot. He was quickly run down. The group quickly looted the bodies and concealed them in the basement to delay suspicion long enough for them to leave town.

Back at the Brave Gaint another note was left. This time the Dwarf indicates he is willing to provide you the location of the other half of cloth - for a price of course. Potenzia sees to this over the next day while everyone else wraps up any business they have in Seavering.

Friday, October 12, 2007

To Seavering

Seeing Pip, Pow Duc, Schweitzer and Alorian off and agreeing that all would meet back at the Gutted Fish in a few days or more, Potenzia, Leo and Iam headed down to the docks to board Potenzia's ship for a quick trip to Seavering and back. Upon reaching the ship, you find Zoltan waiting. He says it turns out he has some time after all - or more accurately that some time has been made for him. He has been asked to assess the political situation in the Baronies and see if there might be opportunity for a strategic alliance for Rastgoth.

The weather is good and winds favorable. You reach the Seavering docks in two and a half days. The situation is a bit different than the last time you were here. There are significantly more armed guards on the docks and a lot more bureaucratic-looking types. You are directed into a slip at the end of a pier and given the third degree before any of you are allowed to disembark. Even Potenzia with his official and possibly not-so-official papers has a hard time convincing the the docks stewards that he has legitimate business in Seavering. Potenzia, as Captain, is required to sign papers stating with the ship's home port, with whom he has business, where the crew will be staying and when you will be leaving. You are all informed of the current martial law requirements and that violating them is grounds for forfeit of property and goods, expulsion or even conscription.

"Have a nice visit."

You all head to the Brave Giant to make accommodations. After a quick bite and drink you decide to split up in twos, do a little scouting, meet contacts, and whatnot. All goes uneventfully and you meet back at the inn in a few hours. It's nearing night and you decide to stay in and not risk a curfew violation on your first day in the city.

Potenzia, unable to find the merchant at his home suggests the group checks out the warehouse early the next day at least so he can wrap up his purpose for being here as quickly as possible. You approach the warehouse and hear the clanging of metal on metal - a fight. You round the last corner and see five people trying to force their way into the warehouse through a partially open cargo door. Four of the five wear trappings of the Red Sash and the fifth of the Iron Hand - the two groups that make up what is effectivlely the city watch. The door is being held by a large (medium sized) man in heavy armor who is clearly defending the opening.